Hello, Stubby player here. Imo stubby is usually built as a debuffer, or for pure damage, but the most common build I see (and the build I use myself) is the hybrid build 12212 with EM Refire. This gives the Stubby the benefit of both incredible damage and strong debuffing capabilities. I highly recommend tap-firing into weakpoints with this and avoiding mag dumping which is the green beard trap of the weapon.
@@ianhelmer2369 the increased chance and fire-rate from the overclock makes it mostly unnecessary. It doesn't break the build if you decide to go for electricity chance by any means, but it does mean you lose out on quite a bit of damage.
Personally, I used the Stubby for a while simply because it has way better range. It’s way easier to take out a web/acid spitter with it than the shotgun.
@@ianhelmer2369 TLDR: Sorry for the long post. Got carried away. :) FOR CROWD CONTROL: BBBAB - Do not use EM Refire Overclock. I prefer this build. I have yet to try other overclocks. FOR DAMAGE: ACAAA - EM Refire Overclock, but you have to be SMART about your ammo usage and combat tactics. But I also don't prefer this build. Yea, I never use Tier 5 B (electric arc) unless I also have T1B (+30% electric chance). I strictly play stubby for CC. I build BBBAB for 50% chance to CC my target and a 12.5% chance to CC another. I don't care for damage because my turret or my allies will do that damage. I mainly fire 2 to 3 bullets to an enemy, and if their elect'd then I move to the next until the electrocute timer on the first wears off. This is a low amount of damage, but I save on a lot of ammo as I maximize the damage on electricity. This works versus heavy armor too, which is mainly Praetorians, as you can CC and deal DOT from the sides. The slow is so heavy that you can then ping them for anyone else on your team to fight. The overclock does NOT increase the chance to electrify, it simply does 2 extra damage under Electric damage type (and thereby effecting a different "resistance" category) - thus the only "increase in electricity chance" is from the fire-rate which means you're spending more bullets for the same effect. I did try EM Refire with the damage build (because I saw a lot of people on reddit talk about it) and there was significant pros and cons. A significant pro was that it did a TON of damage. The build was ACAAA with EM Refire overclock. It was killing things like no other. It's important to burst fire a few shots at a time versus a swarm to avoid wasting ammo in the recoil / spread, as well as avoid triggering the reload soon. It's important to know *when* to kite enemies, like a Praetorian or Oppressor, as you don't want to kite too early (because then they just turn around) and you need to wait for them to start their attack animation and then kite. Unload a small chunk (not the whole clip) into their abdomen and then launch a PickAxe + Animation-Cancel-Pickaxe-Power attack for a bonus ≈150 dmg (270 if you have DPS buff; +50% bonus dmg on Oppressors). It has killed without costing too much ammo. It works. And yet... The significant con... Even when I do my best to save ammo, with EM Refire, I find myself empty very quickly. Like insanely fast. I tried changing my setup to adapt to more ammo at the cost of some damage and it didn't help. Maybe I played it wrong, but I tried it a few times and I just didn't enjoy it. Based on the amount of ammo I was losing, I was doing nowhere near enough damage. I would barely impact Dreadnaughts and my inablility to hit Mactera due to the spread (epsecially if there were 4 or more at a time) would be the end of me. In the end, I went back to the CC build, and while it also has no effectiveness versus DN nor Mactera (this time, not enough actual damage to kill it), I would still feel a ton safer versus a swarm due to the easy kiting potential against slowed enemies, AND my ammo is healthy and easy to control.
Gunner player here. Didn't touch any other class until I maxed out gunner. My thought process summed up; autocannon go yatatatatatatatatatatatatatata shield new mag yatatatatatatatatatatatatatatatatatatatata
I've been engi for my short stint at deep rock. Not gonna lie though I kinda want to go full on bullet hell gunner and just fill the area in front of me with a ricocheting for piercing storm of death. Also I like the neon minigun skin I found. Then again I am already low on credits from overspending on engi cosmetics and know that I'll never have a good set of funds again if I start from scratch again.
For stubby run 22222 with EM Overclock. Give it some time in practice an that’s probably one of the most overpowered builds in the game. It turns the stubby into an electric flamethrower that can kill hordes in a little amount of time. Also it can stun the ghost in haunted caves. Making it virtually immobile.
with the warthog i much prefer magnetic alignment OC to help give it much more range and make 1 shots more consistent and ive it overall greater ammo efficiency cause of the consistent 1 taps even at much further ranges
Yea I really dug the format you did a while back on an engineer solo elite deep dive video with talking about your thought process after the fact. I mean I dig all the different formats you've been doing, from the short update/tips and tricks videos, the in-depth explanations, and just the straight forward extended playthroughs. It's all super informative, and fun as hell to watch you calmly rampage through swarm after swarm. Stoked I found your channel, keep up the good work dude!
I love the stubby. It feels like making my primary a discount mini gun with the stun. As every 2/5 rounds stun with the mini gun, the stubby does it every 1/4. I love it’s crowd control ability along with the feeling of constant dps. I don’t even have an over clock for it yet. Love, it.
Just started playing this game thanks to it arriving on ps+, and so far really liking Engineer a lot. The turrets really do a good job of filling in for two to three teammates on solo mode. Plus the decoy takes so much heat off you it’s insane during situations where you’re getting cornered and need a distraction to get the blighters off you long enough to get out of dodge. Looking forward to maxing him out and trying the others, a great game so far.
Great tutorial! Don't forget the bug repellant; that upgrade can make some incredible open-air bases, especially when combined with strategically placed mines and turrets.
My favorite is mini shells on the warthog as they give you tons of damage potential and smaller damage per shot means more versatility. When I run hyper prop and warthog the problem is that you don't have an effective way of dealing with hordes. That's what the plasma grenades are for! With a well-places plasma grenade you can take out a large number of enemies. With the breach cutter setup you have the breach cutter to take out large swarms, so you can go with the proximity mines instead of plasma grenades. As for the turret setup, it's more of a personal preference. I tried playing with two turrets and I was spending too much time managing my turrets for my liking and was running out of turret ammo. Given that on Haz 5 sometimes it's hard to find time to set up one turret, having to manage two of them is a bit sus.
I just got Deep Rocka few days ago. I started playing as Scout because the mobility appealed to me, and I still tend to get lost in the tunnels so having something to make up for that somewhat is good while I learn how things work. I watched your Scout Video and definitely became more effective and more annoyed when I wasn't playing the Scout and fighting in complete darkness. I think so far the Engineer is my second favourite class, and if there is a two Dwarf mission 1 Scout 1 Engineer is a pretty good synergy.
If you haven’t tried it, I’d highly recommend trying out a full aoe PGL build, with clean sweep and 11222 for some very strong crowd clear capabilities, while having much more ammo than fat boy.
Love your content man :) My favorite stubby build is EM firerate 32221. The fire rate easily procs electricity, reliably getting extra dmg against affected targets
What do you think about the other turret upgrades? Primarily defender system vs Hawkeye. Is there a clear meta right now, or are they just about equal? Great video btw.
Play them both and get a feel for yourself. So many people say Defender is better because it's basically double damage but I just can't stand the fact that it only sees 160 degrees in a 20m range. It's such a small range that it deals less damage due to simply not SEEING the enemy. I mainly use the Hawkeye system for a signal beacon. Whenever an enemy shows up, I can look at the turrets to see where they're shooting and know the general direction of the enemy. I also only run one turret for better ammo economy. If I take T1A (Gemini, 2 turrets), which I sometimes do because I like to mix it up a bit, then I also take T2A for extra ammo supply. If I take T1B for the MkII Turret, then I can take T2B for faster building which really improves my combat-uptime (because I'm not spending that time building). I also like T2B on Escort missions because I can drop and build a turret while Doretta is moving and get back to her in a jiffy.
Gemini System isn't a no-brainer anymore with the capacity reduced to 90/gun...I also consider hardened rounds indispensable and my guns are perpetually empty. I assume they tried buffing LMG MKII first and it didn't work for one reason or another. Shame though because it seems preferable. Maybe a slower rate of fire and a bit of armor breaking or stun would make Gemini more worthwhile. I just use MKII now.
I picked engy as my main class to get to 25 for promotion, the proximity mines are so damn effective as you can kite larger glyphids into it and have them blown sky high.
Great guide! I'm curious if you have any tips on getting the most out of the PGL without the overclocks -- I haven't unlocked any for it yet and it feels a little underwhelming the way I'm currently using it (upgraded for wider area and fire damage)
Looking at it now, not a lot of bad choices to make when specing it, personally not a fan of fire on it since it doesn't really synergize with any of the engi's other equipment. So maybe take armor break there instead, other than that just winging it i went 2's all the way down. That leaves you with 60 direct, 130 splash in a radius of 4 and 11 shots so you get a free grenade per resupply since it rounds up now. All that said i think PGL with no OC is a bit underwhelming when it comes to effect on target, although it is hella fun to shoot. Let me know what you think, i just came up with this on the spot so it might be improved with some tweaking
Running Turret Arc (use gemini system) and fatboy for a dotty melts through the traversal phase and has great cc for the bossfight. Highly recommend. EM Discharge is really cool too! I don’t use it enough as I should, but running hyper propellent with it is good for single target, and area damage. Engie is a bunch of fun, and probably has the best overclocks imo!
I'm pretty new to engi but I tend to swap between buster and proximity mines based on if I'm going for a more defensive or offensive build. If I just want to run around screaming and blasting bugs I go stubby, grande launcher, buster, and a enhanced hawk eye sentry optimized for being independent. If I'm channeling bugs into a and choke point of doom I bring sentry whip warthog, plasma trail breach cutter, duel defense sentries with armor braking, and sadistic tendencies.
I use the stubby because I find that the shotgun is too limited on ammo unless I use mini shells so And I also use breach cutter most of the time but since the Hyper proppellent was buffed I use it now as well as RJ compount because of how fast you can GTFO. Also try the stubby meme build OC Emrefire with 3 3 2 2 1 its so dumb (and fun) it fires faster then the scout's Nukes. (Not the combined fire rate of both pistols) great guide I will show this to one of my green beard friends.
You think the plasma burster has a lot of friendly fire damage? May I introduce you to hyper propellant, the vibe checker of double dipping green beards.
You need to learn to reload skip. You look at the ammo counter on the screen and you switch off of it for quicker reloads. For the auto shotgun, switch off it as soon as the magazine is in the gun. You skip the pump animation. Also the SMG you go all ammo and then whatever you want, you want either lightweight rounds OC or Well oiled machine for more Dakka.
There's a definite point in the platforming section explaining reload canceling, just because i dont always do it doesn't mean I don't know how lol ROCK AND STONE
Should definitely get 1 class promoted as soon as possible to break into the endgame content, but don’t sacrifice your fun to do so. I know that’s a lukewarm answer but that’s my thoughts
I dont understand how people act like the Breach Cutter is overpowered when the PGL (and Hyperpropellent and Fat Boy) exist. Like, yeah, Breach Cutter is pretty cool, but even the *base* PGL is a more flexible and damaging weapon that can outright delete waves as they spawn.
Base PGL doesn't really stack up to the base breach though, while i agree that nukes and hyper are more fun and interesting if used correctly, the overall power of breach is just not something you can compete with. Can easily wipe out both massive waves of grunts and Praetorians with the breach, PGL only really matches it when used against groups. That being said i enjoy PGL more. Breach is still too powerful, don't want it to be nerfed as you can't balance it without changing it on a fundamental level though.
@@AxisKronos Base breach is stronger against praetorians, but also a lot more limited in its uses against groups of grunts/slashers that arent lined up nicely, or just coming down an incline. IMO nothing the base Breach does is as powerful as point-click deleting a whole spawn from 40 m away as they emerge from all sides of a weirdly shaped ceiling pillar. I'd say it more than competes, especially now that the base armor breaking on the PGL is 100% - even if there is a praetorian in there somewhere, you've softened it up in the process.
1-2-1/2-1 Choice in the 3rd tier due to your other equipment, if you're using breach to quickly kill armored targets then take stun, or if you're just gonna focus them yourself then could take stun also, armor breaking is good if you like to fortify and don't want to get flattened by guards and praetorians
Couldn’t tell you how long at the time of this video, currently on a 3-4 month break due to work. But before i left of I was level 1650 with 2352 hours, I started in may of 2019. Needless to say I’m at home in the caves
The guide is kind of OK but @AxisKronos when you learn the PGL power than you can put some good builds :) Hyper Propellant and Fat Boy for "end game high rank players" ???? dude please dont make people believe in this things :( ..... After all the guide is pretty much ok nice :)
@@AxisKronos I will say that the Fat Boy is not for everyone that is for sure, and fat boy is not efficient at all. Hyper Propellant against something like Dreadnought yes ok but in normal mission is meh. I can suggest PGL with Clean Sweep OC combine with LURE grenade / Gemini Turrets / Reppelant Additive==This make engi the god of defence. If i must put them in some kind of a list ... Fat Boy and Hyper are down in Tier Rank C because they are supper bad on ammo reserve. Sadly PGL does not have very good OCs on general so Clean Sweep/Pack Rat/Compact Rounds are absolutely similar with small difference in Effect Radius, which make them Tier S RJ250 is ok if you wanna play hazard 1 and jumping arround... in normal haz5 mission this is meme build 100%
Another good tip for non-engineer players as an engineer player: stay the the hell out of my line of sight of my Fatboy grenade launcher. No I don’t care if you’re standing next to a bug, I don’t care if it’s going to down you in one shot, no I’m not going to put the friendly fire perk on. Prepare to get that ass blasted if you decide to remain in the area my gun is aiming at, and yes, I’m fully pledged to failing a mission for this, I’ll simply redo the mission. Cheers everyone! - Your not-so-friendly engineer
Hello, Stubby player here. Imo stubby is usually built as a debuffer, or for pure damage, but the most common build I see (and the build I use myself) is the hybrid build 12212 with EM Refire. This gives the Stubby the benefit of both incredible damage and strong debuffing capabilities. I highly recommend tap-firing into weakpoints with this and avoiding mag dumping which is the green beard trap of the weapon.
wait why you're using electric arc without upgrading capacitors? Like does the electric dmg work with electric art?
@@ianhelmer2369 the increased chance and fire-rate from the overclock makes it mostly unnecessary. It doesn't break the build if you decide to go for electricity chance by any means, but it does mean you lose out on quite a bit of damage.
Personally, I used the Stubby for a while simply because it has way better range. It’s way easier to take out a web/acid spitter with it than the shotgun.
@@ianhelmer2369
TLDR: Sorry for the long post. Got carried away. :)
FOR CROWD CONTROL: BBBAB - Do not use EM Refire Overclock. I prefer this build. I have yet to try other overclocks.
FOR DAMAGE: ACAAA - EM Refire Overclock, but you have to be SMART about your ammo usage and combat tactics. But I also don't prefer this build.
Yea, I never use Tier 5 B (electric arc) unless I also have T1B (+30% electric chance). I strictly play stubby for CC. I build BBBAB for 50% chance to CC my target and a 12.5% chance to CC another. I don't care for damage because my turret or my allies will do that damage. I mainly fire 2 to 3 bullets to an enemy, and if their elect'd then I move to the next until the electrocute timer on the first wears off. This is a low amount of damage, but I save on a lot of ammo as I maximize the damage on electricity. This works versus heavy armor too, which is mainly Praetorians, as you can CC and deal DOT from the sides. The slow is so heavy that you can then ping them for anyone else on your team to fight.
The overclock does NOT increase the chance to electrify, it simply does 2 extra damage under Electric damage type (and thereby effecting a different "resistance" category) - thus the only "increase in electricity chance" is from the fire-rate which means you're spending more bullets for the same effect.
I did try EM Refire with the damage build (because I saw a lot of people on reddit talk about it) and there was significant pros and cons. A significant pro was that it did a TON of damage. The build was ACAAA with EM Refire overclock. It was killing things like no other. It's important to burst fire a few shots at a time versus a swarm to avoid wasting ammo in the recoil / spread, as well as avoid triggering the reload soon. It's important to know *when* to kite enemies, like a Praetorian or Oppressor, as you don't want to kite too early (because then they just turn around) and you need to wait for them to start their attack animation and then kite. Unload a small chunk (not the whole clip) into their abdomen and then launch a PickAxe + Animation-Cancel-Pickaxe-Power attack for a bonus ≈150 dmg (270 if you have DPS buff; +50% bonus dmg on Oppressors). It has killed without costing too much ammo. It works.
And yet... The significant con... Even when I do my best to save ammo, with EM Refire, I find myself empty very quickly. Like insanely fast. I tried changing my setup to adapt to more ammo at the cost of some damage and it didn't help. Maybe I played it wrong, but I tried it a few times and I just didn't enjoy it. Based on the amount of ammo I was losing, I was doing nowhere near enough damage. I would barely impact Dreadnaughts and my inablility to hit Mactera due to the spread (epsecially if there were 4 or more at a time) would be the end of me. In the end, I went back to the CC build, and while it also has no effectiveness versus DN nor Mactera (this time, not enough actual damage to kill it), I would still feel a ton safer versus a swarm due to the easy kiting potential against slowed enemies, AND my ammo is healthy and easy to control.
I'll try this out when I get EM Refire Booster, thanks
Gunner player here. Didn't touch any other class until I maxed out gunner. My thought process summed up; autocannon go yatatatatatatatatatatatatatata shield new mag yatatatatatatatatatatatatatatatatatatatata
what a waste of shields, just get born ready and switch to sidearm for 5 sec
@@vasiliykryuchkov7130 meh. Elephant rounds doesn't really allow for that, and I don't like using the brt
Yatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatat
Same I maxed my gunner only to get all oc's for engineer.
Good times
I've been engi for my short stint at deep rock. Not gonna lie though I kinda want to go full on bullet hell gunner and just fill the area in front of me with a ricocheting for piercing storm of death. Also I like the neon minigun skin I found. Then again I am already low on credits from overspending on engi cosmetics and know that I'll never have a good set of funds again if I start from scratch again.
Engi's flexibility seems as good as scout's mobility. Love his kit so much.
For stubby run 22222 with EM Overclock. Give it some time in practice an that’s probably one of the most overpowered builds in the game. It turns the stubby into an electric flamethrower that can kill hordes in a little amount of time. Also it can stun the ghost in haunted caves. Making it virtually immobile.
Wow, i didbt know you can stun the ghosts, ty ( ͡° ͜ʖ ͡°)
Rocket jumping is extremely nice and a great escape when overwhelmed
Engineer was the last class I tried, but quickly became my favorite!
with the warthog i much prefer magnetic alignment OC to help give it much more range and make 1 shots more consistent and ive it overall greater ammo efficiency cause of the consistent 1 taps even at much further ranges
Yea I really dug the format you did a while back on an engineer solo elite deep dive video with talking about your thought process after the fact. I mean I dig all the different formats you've been doing, from the short update/tips and tricks videos, the in-depth explanations, and just the straight forward extended playthroughs. It's all super informative, and fun as hell to watch you calmly rampage through swarm after swarm. Stoked I found your channel, keep up the good work dude!
nice guide, but could really benefit from more tips on teamplay
I love the stubby. It feels like making my primary a discount mini gun with the stun. As every 2/5 rounds stun with the mini gun, the stubby does it every 1/4. I love it’s crowd control ability along with the feeling of constant dps. I don’t even have an over clock for it yet. Love, it.
My friend plays mostly Engi (I'm a Driller) and I immediatly realized how OP the breach cutter just by seeing it in action
Preatorieans go from
Aw crap flanking time
To
*Switches to breach cutter*
What's armor again?
Just started playing this game thanks to it arriving on ps+, and so far really liking Engineer a lot. The turrets really do a good job of filling in for two to three teammates on solo mode. Plus the decoy takes so much heat off you it’s insane during situations where you’re getting cornered and need a distraction to get the blighters off you long enough to get out of dodge. Looking forward to maxing him out and trying the others, a great game so far.
Great tutorial! Don't forget the bug repellant; that upgrade can make some incredible open-air bases, especially when combined with strategically placed mines and turrets.
I like how you say i have barely scratched the surface with these weapons and yet your max promotion
engineer gaming
Keep up the great work
My favorite is mini shells on the warthog as they give you tons of damage potential and smaller damage per shot means more versatility.
When I run hyper prop and warthog the problem is that you don't have an effective way of dealing with hordes. That's what the plasma grenades are for! With a well-places plasma grenade you can take out a large number of enemies.
With the breach cutter setup you have the breach cutter to take out large swarms, so you can go with the proximity mines instead of plasma grenades.
As for the turret setup, it's more of a personal preference. I tried playing with two turrets and I was spending too much time managing my turrets for my liking and was running out of turret ammo. Given that on Haz 5 sometimes it's hard to find time to set up one turret, having to manage two of them is a bit sus.
I just got Deep Rocka few days ago. I started playing as Scout because the mobility appealed to me, and I still tend to get lost in the tunnels so having something to make up for that somewhat is good while I learn how things work. I watched your Scout Video and definitely became more effective and more annoyed when I wasn't playing the Scout and fighting in complete darkness.
I think so far the Engineer is my second favourite class, and if there is a two Dwarf mission 1 Scout 1 Engineer is a pretty good synergy.
This video is very rock and stone
no skins on turrets is a crime :(
If you haven’t tried it, I’d highly recommend trying out a full aoe PGL build, with clean sweep and 11222 for some very strong crowd clear capabilities, while having much more ammo than fat boy.
I like to use 11311 on the warthog with the magnetic pellet alignment overclock. I found it to be the best with shotty setup when running turret whip.
Hello there, OC friend! I love that MPA make it like warthog shoots slugs instead of pellets.
Poggers nice to see turret arc and em discharge
*cringes at the word poggers*
Love your content man :)
My favorite stubby build is EM firerate 32221. The fire rate easily procs electricity, reliably getting extra dmg against affected targets
What do you think about the other turret upgrades? Primarily defender system vs Hawkeye. Is there a clear meta right now, or are they just about equal? Great video btw.
Hawkeye is cool, but defender is far superior with 2 turrets, as you can cover all the area you need in most situations and the extra damage is crazy
Play them both and get a feel for yourself. So many people say Defender is better because it's basically double damage but I just can't stand the fact that it only sees 160 degrees in a 20m range. It's such a small range that it deals less damage due to simply not SEEING the enemy. I mainly use the Hawkeye system for a signal beacon. Whenever an enemy shows up, I can look at the turrets to see where they're shooting and know the general direction of the enemy. I also only run one turret for better ammo economy. If I take T1A (Gemini, 2 turrets), which I sometimes do because I like to mix it up a bit, then I also take T2A for extra ammo supply. If I take T1B for the MkII Turret, then I can take T2B for faster building which really improves my combat-uptime (because I'm not spending that time building). I also like T2B on Escort missions because I can drop and build a turret while Doretta is moving and get back to her in a jiffy.
That thing is like a moonlight great sword
For the PGL I prefer to use the right one at the right time. hyper for dreads and the upcoming caretaker. while fat boy for haz 4-5 swarms.
Gemini System isn't a no-brainer anymore with the capacity reduced to 90/gun...I also consider hardened rounds indispensable and my guns are perpetually empty. I assume they tried buffing LMG MKII first and it didn't work for one reason or another. Shame though because it seems preferable. Maybe a slower rate of fire and a bit of armor breaking or stun would make Gemini more worthwhile. I just use MKII now.
Light at the end of the dark tunnel! You are my savior!
I picked engy as my main class to get to 25 for promotion, the proximity mines are so damn effective as you can kite larger glyphids into it and have them blown sky high.
Great guide! I'm curious if you have any tips on getting the most out of the PGL without the overclocks -- I haven't unlocked any for it yet and it feels a little underwhelming the way I'm currently using it (upgraded for wider area and fire damage)
Looking at it now, not a lot of bad choices to make when specing it, personally not a fan of fire on it since it doesn't really synergize with any of the engi's other equipment. So maybe take armor break there instead, other than that just winging it i went 2's all the way down. That leaves you with 60 direct, 130 splash in a radius of 4 and 11 shots so you get a free grenade per resupply since it rounds up now. All that said i think PGL with no OC is a bit underwhelming when it comes to effect on target, although it is hella fun to shoot. Let me know what you think, i just came up with this on the spot so it might be improved with some tweaking
Running Turret Arc (use gemini system) and fatboy for a dotty melts through the traversal phase and has great cc for the bossfight. Highly recommend. EM Discharge is really cool too! I don’t use it enough as I should, but running hyper propellent with it is good for single target, and area damage. Engie is a bunch of fun, and probably has the best overclocks imo!
yo the absolute disdain when he mentioned rocket jumping offended me lmaoo
This is such a good video man ur fuckin killin it
Make platforms double long for scaling curved walls or straight walls.
Thanks for this very much
As a engi main the platform gun has saved me plenty
I'm pretty new to engi but I tend to swap between buster and proximity mines based on if I'm going for a more defensive or offensive build. If I just want to run around screaming and blasting bugs I go stubby, grande launcher, buster, and a enhanced hawk eye sentry optimized for being independent. If I'm channeling bugs into a and choke point of doom I bring sentry whip warthog, plasma trail breach cutter, duel defense sentries with armor braking, and sadistic tendencies.
I use the stubby because I find that the shotgun is too limited on ammo unless I use mini shells so And I also use breach cutter most of the time but since the Hyper proppellent was buffed I use it now as well as RJ compount because of how fast you can GTFO.
Also try the stubby meme build OC Emrefire with 3 3 2 2 1 its so dumb (and fun) it fires faster then the scout's Nukes. (Not the combined fire rate of both pistols) great guide I will show this to one of my green beard friends.
I wish there was a way to carry even more nuke rounds for you gl... This thing is so fun to use it's a warcrime.
I hate that you included the pickaxe platform part haha. They're gonna patch it now
How do you get that weapon skin for most of your weapons and whats the shader and sorry about this whats that beard?
Beast!! Thank you!!!
turret whip goes great with high range turret builds and you shouldn't sleep on it's high single target burst
This is based, hyper propellant rocks!
We have the
Mobility class
Power Class
Defense Class
And Driller.
Commenting for the algorithm
How do I get that line when your about to place a sentry
It comes with the defender system upgrade, shows you the maximum angle of attack
You think the plasma burster has a lot of friendly fire damage? May I introduce you to hyper propellant, the vibe checker of double dipping green beards.
so its 1 year later, is the breach cutter still OP? i assume it got nerfed right
You’re a Saint. I knew there was a clue out there, I just had to find it…
Aye, it arrived!
ROCK AND STONE
TF2 players, "Rocket jumping you say?!"
You need to learn to reload skip. You look at the ammo counter on the screen and you switch off of it for quicker reloads. For the auto shotgun, switch off it as soon as the magazine is in the gun. You skip the pump animation. Also the SMG you go all ammo and then whatever you want, you want either lightweight rounds OC or Well oiled machine for more Dakka.
There's a definite point in the platforming section explaining reload canceling, just because i dont always do it doesn't mean I don't know how lol ROCK AND STONE
The engineer is engihere!
is there a guide for the gunner?
I’m level 20 with gunner but I want to main engineer should I prestige gunner then start playing engineer
Should definitely get 1 class promoted as soon as possible to break into the endgame content, but don’t sacrifice your fun to do so. I know that’s a lukewarm answer but that’s my thoughts
I just want to open all overclocks quickly
I dont understand how people act like the Breach Cutter is overpowered when the PGL (and Hyperpropellent and Fat Boy) exist. Like, yeah, Breach Cutter is pretty cool, but even the *base* PGL is a more flexible and damaging weapon that can outright delete waves as they spawn.
Base PGL doesn't really stack up to the base breach though, while i agree that nukes and hyper are more fun and interesting if used correctly, the overall power of breach is just not something you can compete with. Can easily wipe out both massive waves of grunts and Praetorians with the breach, PGL only really matches it when used against groups. That being said i enjoy PGL more. Breach is still too powerful, don't want it to be nerfed as you can't balance it without changing it on a fundamental level though.
@@AxisKronos Base breach is stronger against praetorians, but also a lot more limited in its uses against groups of grunts/slashers that arent lined up nicely, or just coming down an incline. IMO nothing the base Breach does is as powerful as point-click deleting a whole spawn from 40 m away as they emerge from all sides of a weirdly shaped ceiling pillar. I'd say it more than competes, especially now that the base armor breaking on the PGL is 100% - even if there is a praetorian in there somewhere, you've softened it up in the process.
When you use the triple line upgrade on the breach cutter, does each blade count as a separate damage source?
No they just count as the one beam just being vertically wider
2:57 how to smash like that plz
Im a RJ250 man myself
When it comes to engineer you need to use guns and if that don’t work use more guns, basic practical problem solving people!
Can u upload the whole gameplay?
what's your turret build?
1-2-1/2-1 Choice in the 3rd tier due to your other equipment, if you're using breach to quickly kill armored targets then take stun, or if you're just gonna focus them yourself then could take stun also, armor breaking is good if you like to fortify and don't want to get flattened by guards and praetorians
how long have you been playing this game you are level 1105 and have so much stuff jeez
Couldn’t tell you how long at the time of this video, currently on a 3-4 month break due to work. But before i left of I was level 1650 with 2352 hours, I started in may of 2019. Needless to say I’m at home in the caves
@@AxisKronos dang, i recently got into it i have 50 hours lol its fun
No such thing as late to the DRG party, ROCK AND STONE
@@AxisKronos FOR KARL
What armour are you rocking on your engineer?
Dark future dlc 😭
where is the gunner guide
needs a TLDR of build tbh
good vid
AK! Great Video. You seem to know a lot about this game. We should play some time. Rock & Stone. UpsideDan
Sorry for the slow reply, feel free to shoot me an invite on steam, it’ll be a few months till I’m back to game due to irl
how do you like the smart gun?
Cool concept, not my type of weapon though
@@AxisKronos yah kinda agree, man that gun chugs ammo
Aren't all classes support classes?
Driller and Gunner are more offensive but almost every class has some support gadgets
Whens the next live stream?
Likely Thursday or Friday, sorry again for the short notice change of plans, irl things going on atm
@@AxisKronos poggerz
The guide is kind of OK but @AxisKronos when you learn the PGL power than you can put some good builds :)
Hyper Propellant and Fat Boy for "end game high rank players" ???? dude please dont make people believe in this things :( .....
After all the guide is pretty much ok nice :)
What do you prefer for PGL?
@@AxisKronos I will say that the Fat Boy is not for everyone that is for sure, and fat boy is not efficient at all. Hyper Propellant against something like Dreadnought yes ok but in normal mission is meh.
I can suggest PGL with Clean Sweep OC combine with LURE grenade / Gemini Turrets / Reppelant Additive==This make engi the god of defence.
If i must put them in some kind of a list ... Fat Boy and Hyper are down in Tier Rank C because they are supper bad on ammo reserve.
Sadly PGL does not have very good OCs on general so Clean Sweep/Pack Rat/Compact Rounds are absolutely similar with small difference in Effect Radius, which make them Tier S
RJ250 is ok if you wanna play hazard 1 and jumping arround... in normal haz5 mission this is meme build 100%
@@dukarian6762 but you neglect to realize the nukes No.1 strength, instant friendly fire kills for maximum funny
Another good tip for non-engineer players as an engineer player: stay the the hell out of my line of sight of my Fatboy grenade launcher. No I don’t care if you’re standing next to a bug, I don’t care if it’s going to down you in one shot, no I’m not going to put the friendly fire perk on. Prepare to get that ass blasted if you decide to remain in the area my gun is aiming at, and yes, I’m fully pledged to failing a mission for this, I’ll simply redo the mission. Cheers everyone! - Your not-so-friendly engineer
scouts are overrated and weak - driller, engi, -heavy- gunner ;)
So much bunny hopping makes it hard to watch
breach cutter is legit the line gun from deadspace